Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Attached and Resistance (Melee Attacks).
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Aegis (5+).
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Stand Behind
Enemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.
The bearer's model gains +1 Health Point and the bearer gains Breath Attack (Toxic Attacks).
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
+3 Agi.
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Fortitude (5+).
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
+1 Str and +1 AP.
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Crush Attack. This Crush Attack always hits on 4+.
While using this weapon, the wielder gains Lightning Reflexes and +1 Attack Value. In addition, single model units that have suffered one or more hits s from this weapon suffer −1 Resilience and −1 Attack Value until the end of the Combat Phase.
Shots 1, Str 3 [6], AP 2 [10], Area Attack (1×5), [Multiple Wounds (2)], Reload!
+3 Arm. The Armour Value can never be improved beyond 5.
The range of the model’s Commanding Presence is increased to 18″.
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.